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<blockquote data-quote="jester47" data-source="post: 696048" data-attributes="member: 2238"><p><strong>The Moral Meter Mechanic</strong></p><p></p><p>I don't use an alternate system of alignment, however I don't use the system as it is presented. I have experiemented with a few, but they all seem to have the same problem. They all operate off of deed but do not count for intent. However the other side of the moral meter mechanic is what happens when you tie game effects to that mechanic. Changing the mechanic becomes a lot of work.</p><p></p><p>So, I got to thinking about it. What if alignment had nothing to do with actions (or vary little) and dealt more with the idea of reasons, intent, and upbringing?</p><p></p><p>Then it dawned on me that oftentimes good people do bad things with the best of intentions and bad people do good things with the worst of intentions. So in my games:</p><p></p><p><strong> Alignment indicates the internal reasoning for actions rather than a meter for which to measure those actions by. </strong> </p><p></p><p>So you get lines like "Your quest is pure but your reasons are not." as the result of a know alignment spell. Or "He was a great fighter, and always strove in the name of Helm to protect the weak, but alas he was never a paladin as his true intentions were questionable."</p><p></p><p>This allows you to keep the spell system, but also allows the players to have a very dynamic party when it comes to alignment. </p><p></p><p>Now this is for the day to day stuff. Alignments can still change based on certain very profound actions. These may or may not be obvious based on the character. A lawful good character performing a heinous and selfish crime probably would be grounds for an alignment shift. However the same character commiting a minor misdemeanor in the order of an adventure is not. </p><p></p><p>I find that this system works the best, and actually causes less hassle without axing or tweaking the whole system. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 696048, member: 2238"] [b]The Moral Meter Mechanic[/b] I don't use an alternate system of alignment, however I don't use the system as it is presented. I have experiemented with a few, but they all seem to have the same problem. They all operate off of deed but do not count for intent. However the other side of the moral meter mechanic is what happens when you tie game effects to that mechanic. Changing the mechanic becomes a lot of work. So, I got to thinking about it. What if alignment had nothing to do with actions (or vary little) and dealt more with the idea of reasons, intent, and upbringing? Then it dawned on me that oftentimes good people do bad things with the best of intentions and bad people do good things with the worst of intentions. So in my games: [B] Alignment indicates the internal reasoning for actions rather than a meter for which to measure those actions by. [/B] So you get lines like "Your quest is pure but your reasons are not." as the result of a know alignment spell. Or "He was a great fighter, and always strove in the name of Helm to protect the weak, but alas he was never a paladin as his true intentions were questionable." This allows you to keep the spell system, but also allows the players to have a very dynamic party when it comes to alignment. Now this is for the day to day stuff. Alignments can still change based on certain very profound actions. These may or may not be obvious based on the character. A lawful good character performing a heinous and selfish crime probably would be grounds for an alignment shift. However the same character commiting a minor misdemeanor in the order of an adventure is not. I find that this system works the best, and actually causes less hassle without axing or tweaking the whole system. Aaron. [/QUOTE]
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